“Single-player games with plenty of weapons to upgrade, skills to gain, and currencies to spend are perhaps the archetypal iteration of this phenomenon, but almost all contemporary games contain some mimetic elements of work and market exchange. They don’t offer fantasies of escape, of imaginative play for its own sake; they offer a fantasy of rules—a rationality otherwise missing from the contemporary wage labor process. Vicky Osterweil has called this type of game a “utopian work simulator”; it doles out rewards at predictable intervals in exchange for our disciplined effort. These rewards can make the game easier, allow us to purchase in-game adornments, signal our achievements to others, and progress in a logical and satisfying trajectory toward an achievable goal. Games remain a form of diversion, but what they divert us from is not our labor, but our disappointment with its volatility, its arbitrariness, its cruelty and unfairness.”

  • Snot Flickerman@lemmy.blahaj.zone
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    6 days ago

    Shorter answer: games give us what real life refuses to give us anymore.

    Autonomy, Mastery, Purpose.

    They give us autonomy to complete things how we see fit in the frameworks given. They give us an opportunity to master a set of skills. Finally, the story gives us purpose and drive to continue the “work.”

    • Dymonika@beehaw.org
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      5 days ago

      This is partly why it’s been so hard for me to leave my job, haha; my higher-ups fully let me create, find, and/or use any tools I prefer to get the job done.